Common Problems &
Errors in the Raven Shield
map editor |
|
| 1. When I try saving my
map I get the following error message: "The
filename you specified has one or more spaces in it. Unreal
filenames cannot contain spaces." |
| The editor is trying to
save to the default program install location ("\Program
Files\Raven Shield\") and doesn't like that there is are
spaces in the folder path . The quick solution is to save to a
temporary location like "c:\rvsmaps\" and then copy the file
into the real maps folder whenever you want to test the map.
The better fix, especially if you are planning to do a lot of
map-making, is to uninstall raven shield completely and
reinstall it to a path without spaces (like c:\RavenShield\).
|
|
| 2. When I open up
UnrealED, I dont see my viewpoints. I see a solid white
window. |
| This happens to most of
us, periodically; you just need to reconfigure your viewports.
In the editor, open the "View" menu and select "Viewports |
Configure...". Choose any configuration and click the "OK"
button. |
|
| 3. In UnrealED,
suddenly, I can't select any of my surfaces to texture
them. |
| Turn off anti-alaising in
your video card settings. |
|
| 4. When I rebuild my
map, I get the following error: "Brush has
NULL material reference(s)" |
| This error appears if you
have not textured all of your surfaces, and the editor is
forced to use the default "bubble" texture. To fix the
problem, select a valid texture from the texture browser and
apply it all surfaces of the actor identified in the error
message (for example "Brush7"). |
|
| 5. When I rebuild my
map, I get the following error: "R6InsertionZone0: Planning floor is -1"
|
| The editor is warning you
that your insertion zone is not assigned to a floor/level.
Double-click on your insertion zone to open the properties
window. Expand "R6Planning". Set both m_iPlanningFloor_0 and
m_iPlanningFloor_1 to "100" to assign your insertion zone to
the default ground floor. For a full explanation of planning
floors, read my tutorial on doors,
ladders, and damage models. |
|
| 6. When I rebuild my
map, I get the following error: "No paths
from R6InsertionZone0" |
| Right click on the floor
somewhere within visible distance of the insertion zone and
choose "Add Path Node Here". The insertion zone itself serves
as a path node, and the editor will warn you whenever a path
node is isolated out of visible range of any other path nodes.
For a full explanation of path nodes, read my tutorial on terrorist
behavior and equipment. |
|
| 7. When I try to play
my custom map, I get the following critical error: "Can't find starting point" |
| This error indicates that
you are loading the map in a game type which it does not
support. More specifically, the map has no player insertion
zone assigned to that game type. |
|
| 8. I just installed a
new custom map. Now, when I load the game, I get the following
error: "Cannot load package.... it was saved
with version 297 (curent version is 294)" |
| The map you installed was
compiled for version 1.1 of RvS. You need to install the
official 1.1 patch. |
|
| 9. When I rebuild my
map, I get the following error: "R6InsertionZone0 Navigation point not on valid
base, or too close to steep slope" |
| This error may appear if
an insertion or extraction zone is too far above the floor.
These zones should always be placed just slightly off the
floor. (This message can also appear if your insertion zone is
placed on rough or steep terrain, rather than a flat
landscape.) |
|
| 10. When I host a
custom map in multiplayer, the wrong map, wrong game type, or
wrong version of my map loads. |
| If you play a custom map
in multiplayer and then later rebuild or rename that map, the
multiplayer map selection screen does not automatically remove
the old map from the list. So when you launch your game, the
'old' map is first in the map cycle. (If the old map has been
deleted, you may hang indefinately on a "Waiting for server response..." message.)
Look for a no-name map loaded at the top of the map cycle (no
text characters, but you can see the space where it is in the
list). Remove the no-name map to fix the problem. |
|
| 11. My red builder
brush has dissapeared and I can't seem to bring it back.
|
| First, try clicking in one
of the viewports and press the 'B' key (this toggles display
of the builder brush on and off). If that doesn't work, start
a new map, click the "Actor Search" button (represented by the
binoculors icon in the top toolbar) and double click on
"brush0". Open the actor properties window and
check a few settings. Make sure Advanced.bHiddenEd
is set to "False". Make sure Display.DrawType is
set to "DT_Brush". |
|
| 12. When I toss
flashbangs in my custom map, the game crashes. |
| Close the map editor
before you test the map. |
|
| 13. Nightvision doesn't
work in my custom map. Everything turns black. |
| Close the map editor
before you test the map. |
|
| 14. Players report the
following error when trying to load my map: "MYMAP_TERRORIST_ACTION cannot be loaded because it
was created for map unknown in game type" |
This error appears if
players try to launch your map in single player using the
'Quick Play' double arrow, and you have not bundled an 'action
plan' with your map. (Launching the map with the single arrow
works fine without the action plan.) To create action plans
for your custom map, load the planning stage of your map in
single player mission mode, create a basic plan (at least one
full team and a starting waypoint), and save the plan as
"[m_SHORTNAME]_MISSION_ACTION". Do the same for each of the
four single player game types, each time using the
'm_shortname' in your .ini file and replacing 'MISSION' with
'TERRORIST', 'HOSTAGE', or 'LONE' depending on the game type.
The naming needs to be exactly right or the action plan won't
load. You can immediately test each action plan by clicking
the 'Quick Play' double arrow.
Then, open windows
explorer, browse to '\RavenShield\Save\Plan\' and look for a
folder named using the menu name in your .int file. Add this
folder and it's entire contents to your map installation
package so that it installs to the '\RavenShield\Save\Plan\'
location. In the process of creating your action plans you may
want to create 'full' plans as well, with complete waypoints
and go-codes to complete the mission in each game-type. The
recommended naming of the full plans is
"[m_SHORTNAME]_[GAMETYPE]", but since the player loads these
plans manually, any logical name will work. Full plans get
created in the same directory as the action plans. |
|
| 15. I've worked through
the Map Info (.ini) File tutorial, but I still can't get my
map to appear in the Custom Missions menu. |
Make sure that your
operating system is set to display file extensions. Open the
"Tools" menu in windows explorer and choose "Folder Options",
select the "View" tab, then scroll down and make sure "Hide
file extensions for known file types" is UNCHECKED. Then,
locate the files you created and see if they are named
mymap.ini.txt and mymappack.int.txt. If so, remove the ".txt"
from both filenames and then they should work.
If it's
still not working, I recommend copying one of the .ini files
from the campaign maps, renaming it, and changing the first 3
lines to reference your map name. If even that doesn't work,
you should download Revraz's MapHelper program which will
automatically create the .ini and .int files for you: MapHelperv12.zip |
|
| 16. The actor
properties window or texture properties window is not opening
for me. |
| Change your screen display
to a higher resolution. The actor and texture properties
windows sometimes position themselves 'off screen' if you are
working in a screen resolution lower than 1024 x 768. |
|
| 17. When I try saving
my map I get the following error message: Couldn't save package - maybe the file is
read-only |
| This is a known issue with
no guaranteed fix that I know of. Try saving under a new name,
and then resave using the old name. Try deselecting all
objects and rebuilding your map before resaving. If anyone has
additional recommendations on how to get around this problem, please
let me know. |
|
| 18. My red builder
brush is appearing at a skewed angle (no longer aligned with
the grid). |
| Right click on the builder
brush and choose "Reset All". If that doesn't fix the problem,
select the builder brush, open the actor properties window,
expand "Movement", and set all values to "0"
|